Friday, September 23, 2011

Norn Style Human Light Armor

Here's an art test I did for ArenaNet's Class of 2012 Internship Program.

Concept by Hyojin Ahn.  All 3D elements were created from scratch from a custom base mesh I made in Maya and brought into ZBrush.  I had so much fun with this project!  It was a great opportunity for me to iron out my 3D production pipeline.  I ended up using the following process:

(1) Maya » Base mesh
(2) ZBrush » High poly sculpt
(3) Maya with NEX's quad draw » Low poly retopology
(4) UVLayout » Unwrap, selectively stack, and pack UVs
(5) Mudbox » Texturing
(6) Marmoset Toolbag » Presentation

Part 1: ZBrush High Resolution Mesh





Part 2: Low Poly Mesh

4703 tris with 1024 by 1024 pixels texture maps:
• Diffuse
• Normal
• Specular (grayscale)
• 1-bit Alpha (transparency)



A friend of mine on Polycount wanted to know why I decided to add the geometry that I did to the skirt, instead of consolidating it all into one mesh and relying on the normal map. Here is my thought process:

1 comments:

isaak said...

wow this is Awesome !!!!